Bestiary · Fae

PR 1

Bludnik

The name is the word for going astray. A bludnik picks up anyone crossing bad ground after dark and leads them by lantern into the deepest part of it, staying at the edge of sight and always about to be caught up with. It leaves the harm to the ground, and the lantern goes out once the follower is standing in it.

Bludnik, drawn at Small scale
Physiology
Fae
Size
Small
Speed
30 ft.
Armor class
14
Hit points
40 (9d6 + 9)
Proficiency
+2
  • STR 7 -2 save -2
  • DEX 17 +3 save +3
  • CON 12 +1 save +1
  • INT 12 +1 save +1
  • WIS 15 +2 save +2
  • CHA 15 +2 save +2
Skills
Deception +4 , Stealth +5 , Survival +4
Passive Perception
12
Senses
darkvision 120 ft.
Languages
Sylvan
Found in
Wetland , Grassland

Traits

  • Always Ahead

    A creature following the bludnik cannot reach it. Movement toward it leaves the same distance between them.

  • Sure-Footed

    The bludnik crosses bog, scree and thin ice at full speed without a check.

Actions

  • Lantern Hook

    +5 to hit · reach 5 ft.

    1d8 + 3 cold damage

  • Lead Astray

    One creature within 120 feet that can see the lantern makes a DC 13 Wisdom save. On a failure it follows the bludnik for as long as the light is lit, and any check it makes to keep its bearings fails. It repeats the save each time it takes damage.

  • Vanish Bonus action

    The lantern goes dark and the bludnik vanishes. The lantern relights a hundred yards away.